text: const GrayscalePipeline = new Phaser.Class({
      Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline,
      initialize:
          function GrayscalePipeline(game) {
              Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, {
              game: game,
              renderer: game.renderer,
              fragShader: `
              precision mediump float;
              uniform sampler2D uMainSampler;
              varying vec2 outTexCoord;
              void main(void) {
              vec4 color = texture2D(uMainSampler, outTexCoord);
              float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
              gl_FragColor = vec4(vec3(gray), 1.0);
              }`
          });
      }
  });
  
  //